DAZ Script | |
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Boolean | equals ( DzQuat quat, Number tolerance=1e-05 ) |
Number | getAngleOfRotation () |
DzVec3 | getAxisOfRotation () |
DzVec3 | getValue ( Number axis1, Number axis2, Number axis3 ) |
DzVec3 | getXAxis () |
DzVec3 | getYAxis () |
DzVec3 | getZAxis () |
DzQuat | identity () |
DzQuat | inverse () |
void | invert () |
Boolean | isIdentity () |
void | makeClosest ( DzQuat quat ) |
void | makeIdentity () |
DzQuat | multiply ( DzQuat quat ) |
DzVec3 | multVec ( DzVec3 vec ) |
void | normalize () |
void | scaleAngle ( Number val ) |
void | setValue ( Number axis, Number radians ) |
void | setValue ( Number axis1, Number axis2, Number axis3, DzVec3 angles ) |
void | setValue ( DzVec3 axis, Number radians ) |
void | setValue ( Number x, Number y, Number z, Number w, Boolean normalize=true ) |
DzQuat | slerp ( DzQuat rot0, DzQuat rot1, Number t ) |
String | toString () |
TODO: Add detailed description.
Holds the w component of this quaternion.
Holds the x component of this quaternion.
Holds the y component of this quaternion.
Holds the z component of this quaternion.
DzQuat()
Default Constructor. Creates an identity quaternion.
Creates a quaternion by parsing a string.
Parameter(s):
DzQuat( DzQuat quat )
Copy Constructor.
Initialize with a rotation matrix.
Initialize with a rotation matrix.
DzQuat( DzRotationOrder order, DzVec3 angles )
Initialize with an Euler angle rotation.
DzQuat( DzVec3 axis, Number radians )
Initialize with a rotation around an axis of the given angle (in radians).
DzQuat( Number x, Number y, Number z, Number w, Boolean normalize=true )
Initialize with 4-component quaternion.
Boolean : equals( DzQuat quat, Number tolerance=1e-05 )
Parameter(s):
Return Value:
true
if this quaternion is considered equal to quat
, otherwise false
.Since:
Return Value:
Since:
Return Value:
Since:
DzVec3 : getValue( Number axis1, Number axis2, Number axis3 )
Parameter(s):
Return Value:
Return Value:
Return Value:
Return Value:
DzQuat : identity()
Return Value:
Since:
DzQuat : inverse()
Return Value:
void : invert()
Changes a rotation to be its inverse.
Boolean : isIdentity()
Return Value:
true
if the quaternion is an identity rotation.void : makeClosest( DzQuat quat )
Makes sure that this rotation lies on the same side of the hypersphere as the one given. If not, it is altered to do so.
void : makeIdentity()
Sets the quaternion to the identity quaternion. Zero this rotation.
DzQuat : multiply( DzQuat quat )
Parameter(s):
Return Value:
quat
.DzVec3 : multVec( DzVec3 vec )
Multiplies the given vector by the matrix of this rotation. Vector is forced to unit length.
Parameter(s):
Return Value:
void : normalize()
Normalizes a rotation quaternion to unit 4D length
void : scaleAngle( Number val )
Keep the axis the same. Multiply the angle of rotation by the amount 'scaleFactor'
void : setValue( Number axis, Number radians )
Sets the value to a rotation of radians around one of the primary axes (axis == 0:x, 1:y, 2:z)
void : setValue( Number axis1, Number axis2, Number axis3, DzVec3 angles )
Sets the quaternion to an Euler rotation of angles around each axis given the rotation order.
Parameter(s):
void : setValue( DzVec3 axis, Number radians )
Sets the value based on the angle and axis of rotation.
void : setValue( Number x, Number y, Number z, Number w, Boolean normalize=true )
Sets the values of this quaternion.
Parameter(s):
true
, normalizes the set values.(since 4.9.3.121)DzQuat : slerp( DzQuat rot0, DzQuat rot1, Number t )
Preforms spherical linear interpolation between two quaternions.
Parameter(s):
Return Value:
t
goes from 0 to 1, the value goes from rot0 to rot1.Since:
Return Value: